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How would you change the Killer perk Monstrous Shrine and/or the Survivor perk Vigil?

Lyfe
Lyfe Member Posts: 197
edited December 2020 in General Discussions

I was thinking of allowing exhaustion to recover while running at 15/20/25% of the normal rate for Vigil but I can't think of anything other than increasing the numbers on Monstrous Shrine.

Fortunately, I have a whole forum that's significantly more creative than I am.

EDIT: Accidentally made this a question instead of a discussion... I blame the lack of sleep

Answers

  • chargernick85
    chargernick85 Member Posts: 3,171

    For each hooked survivor gain a token. Each token reduces cleaning, healing, and repair speeds by X amount. Only way I would ever use.

  • WishIcouldmain
    WishIcouldmain Member Posts: 4,082

    Vigil yeah sure and cover all status affects. While Monstrous Shrine is tricky since it can be become a camping beast. So unsure what to do with it.

  • chargernick85
    chargernick85 Member Posts: 3,171

    That's why I like my idea you get a benefit from getting more hooks in there and swapping the survivors out instead of camping.

  • Lyfe
    Lyfe Member Posts: 197

    I like that tremendously better than what it does now!

  • Exerlin
    Exerlin Member Posts: 1,352

    Monstrous Shrine:

    Remove the basement requirement

    20% faster hook progression

    15% increased difficulty on escape attempts

    25% decreased unhooking speed

    50% increased hooking speed


    Vigil:

    50% increased recovery speed for all status effects except Exhausted and Exposed

    20% increased recovery speed for Exhausted

    Recover from Exhaustion at 25% the normal rate while running (very good idea from you)

  • BattleCast
    BattleCast Member Posts: 698

    Monstrous Shrine

    After hooking a survivor in the basement and while 32 meters away from the hook, Monstrous Shrine activates and grants you the undetectable status effect until the survivor is unhooked or sacrificed.

    If the basement has 2 spawn locations on the map, both basements will spawn.

    Monstrous Shrine can only activate once every 100/110/120 seconds.

    Vigil

    Allies within 8 meters of you do not suffer from Blindness, Hemorrhage, Mangled, Broken, or Oblivious status effects. Once they move outside of this range, the status effects return to them with the remaining duration.

  • chargernick85
    chargernick85 Member Posts: 3,171

    Dying dying creates a super obsession, get no tokens from them, does nothing to cleansing, and erases if your obsession dc/quit or dies. So **** dying light and your comparison of it to my perk. :)

  • chargernick85
    chargernick85 Member Posts: 3,171

    I like the idea of no basement requirement and i love your perk. Really doubt they would take that off though. I would use your version as well.

  • RoboMojo
    RoboMojo Member Posts: 1,326

    But what you described was just a different dying light. Hell, outside of builds dedicated to getting people to the basement, your monstrous shrine is arguably worse then dying light lol. Stacking monstrous shrine and dying light could be problematic too but I dunno about that one.

  • chargernick85
    chargernick85 Member Posts: 3,171

    Got another idea but it's mixing two perks. So when a survivors is hooked in the basement the generator with the most progression instantly explodes and begins regressing. Thing about the dynamic is would have on killer shack chases and gen repairs. the risk involved, killers rat racing down to hook to surge that last gen thats about to go off. Survivors preying they get that last progress before he gets that survivor down to the basement hook. yelling at teammates for being downed at basement. Interesting?

  • RoboMojo
    RoboMojo Member Posts: 1,326

    I really like your idea, especially since it discourages camping.

  • Woodywool
    Woodywool Member Posts: 622

    It will be funny if we get 2 basements on the map (sadly Gideon hasn't a second basement spawn but who knows...Maybe we get another spawn of it when this map will be reworked)... What if: when one of the survivors is hooked on the basement perk is activated. All survivors' actions (like repairing, healing, cleansing, unhooking e.t.c.) reduce by 12%/15%/18%.

  • AChaoticKiller
    AChaoticKiller Member Posts: 3,104
    edited December 2020

    monstrous shrine: For each survivor hooked in the basement all survivors get -15%/-20%/-25% to repairs, cleansing, and opening the exit gates. Monstrous shine is not active unless you are 24 meters away from the basement. Survivors in the basement suffer from the oblivious status effect. While monstrous shrine is active you move 10% faster.

    The distance can be changed but i think it would be a cool rework to the perk.

  • Woodywool
    Woodywool Member Posts: 622
    edited December 2020

    I'll probably use this Vigil version. Imagine, bring a game "No mither" and have a teammate with this Vigil and heal myself/let him heal me lol

    This perk will be very good. Especially to counter Sloppy Butcher.

    Monstrous Shrine is good too. I like it

    Post edited by Woodywool on
  • dspaceman20
    dspaceman20 Member Posts: 4,699

    I would say just completely rework both perks

    Monstrous shrine.

    You become obsessed with one survivor. Hitting survivors with you basic attack you gain a token up to a max of 10/9/8 tokens. Once you have received all tokens the next time you hook your obsession in the basement they will insistently goes on to the next stage of the hook process.

    Once the obsession has been hooked you lose all tokens. If the obsession is killed you lose all your tokens and the you can't gain anymore.

    You can only be obsessed with one survivor at a time

    Vigil

    You look over yourself even in dire situations.

    You start the trial off with 5 tokens. The next time you escape a chase with the killer a token is consumed and any status you suffer from you automatically recover from. Vigil is deactivated once all 5 tokens are consumed.

    These might seem like really strong changes but I feel that these changes benefit those who have skill. If your good at getting hits then great but if not its not going to benefit you too much. If your good at chases then great if not then you can't get too much use out of it.

  • WishIcouldmain
    WishIcouldmain Member Posts: 4,082

    Not saying Dying light is better just the way you gain tokens is the same.

  • LiunUK
    LiunUK Member Posts: 944

    monstrous shrine: at the start of the trial 3 random hooks will be selected (they will be indicated by a purple aura similar to event hooks and will have entity legs writhing around them as a indicator to the survivors) when a survivor is hooked on the afflicted hooks the entity will block other survivors form rescuing them for 30 seconds. after the survivors is rescued/sacrificed or the afflicted hook is sabotaged, the hook loses the monstrous shrine effect. if no hook is under the effect of monstrous shrine the perk goes on cooldown for 100/90/80 seconds after which 3 new hooks will be selected.

  • Mew
    Mew Member Posts: 1,832

    ooo i like that, could even be 25% if you wanna go crazy

  • meowzilla69
    meowzilla69 Member Posts: 408
    edited December 2020

    One change to vigil I would like to see: is that it also affects the broken status effect.

  • Thanotos_Omega
    Thanotos_Omega Member Posts: 100
    edited December 2020

    For shrine keep it's current effects, but add in that when a survivor is hooked anywhere else they teleport to the basement hooks, and make the hook they were put on be closed off for a short time or put a cool down on it, also maybe tack on a sacrifice BP bonus just to sweeten the pot,

  • danielmaster87
    danielmaster87 Member Posts: 9,481

    I don't see a problem with Monstrous Shrine, but Vigil is way too weak. It says you recover faster from all these effects, but if it's something like Sloppy Butcher it lasts indefinitely so Vigil does nothing. Maybe it should override stuff like Sloppy by changing the status effect of the injured survivor to go from indefinitely to having an actual timer. By timer I mean the notification on the right of the screen, like when you're Hindered.